Pre-alpha You are playing a small dev island while the game's foundations are built.

The game

What it is

What you can play today

A small dev island, where the game's foundations are being built: movement, aiming, the first weapons and creatures, accounts and the launcher. Factions, thumpers, crafting, magic and the rest on this page come later.

Oraclerium is early in development. This is the idea so far, and it will change along the way.

A recruit among Flobs

The world

An alien world rich in Oracite, a crystal everyone wants. You arrive as a recruit with a pistol and a blade.

Oracite gives off a signal. Nobody knows why yet.

Thumping

Most resources come out of the ground with a thumper.

A thumper
  1. Plant and defend

    A thumper takes a while to finish, and the noise draws attention.

  2. Where you plant

    Safer ground gives less. Riskier ground gives more.

  3. Thumpers

    Made by players. Better ones dig more.

  4. Plants and creatures

    Alchemists gather what grows and what roams.

Factions

TBA

Out past the walls

  1. Safe ground

    Towns and your home are safe.

  2. Treaty lands

    Some areas are off limits for fighting other players.

  3. Contested

    Everywhere else, anything goes.

  4. Territory

    Ground can be taken and held.

Dying hurts

Die out there and you leave some of what you carried behind. Your gear stays with you.

What is being built

Aim is the skill

Combat is a shooter, not a tab-target rotation. You aim, lead, reload and manage ammo, with melee and energy weapons and magic.

Grow by doing

No classes and no experience for kills. Every skill improves as you use it, and races differ in what they learn fastest.

A world that you are living in

Immersive quests, PvP, crafting and mining, trade, clans, housing, then vehicles, mounts and familiars, global auction house, faction warfare.

Built in the open

Playable in the browser from day one, so anyone can test right now. What players report shapes what gets built next.

Races, not classes

Anyone can learn any skill. Races differ in body and strengths.

A Human Female in level 5 armour with a jetpack

Human Female

Light, quick and sharp with a gun.

Health
80
Strength
10
Dexterity
20
Wisdom
20
A Human Male in level 5 armour with a jetpack

Human Male

Tougher, and better with a blade.

Health
120
Strength
20
Dexterity
20
Wisdom
10
A Bloblic in level 5 armour with a jetpack

Bloblic

Big, slow and hard to put down.

Health
170
Strength
30
Dexterity
10
Wisdom
10
A Amphibious in level 5 armour with a jetpack

Amphibious

Frail, with the sharpest mind.

Health
60
Strength
10
Dexterity
10
Wisdom
30

Grow by doing

No experience points for kills. Skills improve as you use them.

In the game now: Weapon Tech and Melee. Coming later: shapeshifting, familiars, magic, crafting and more.

Weapon Tech

Guns. The better the gun, the more skill it takes.

Melee

Blades and anything else you swing.

More than a gun

Other ways to fight, each a skill of its own.

A sketch: Magic
Planned

Magic

Learn to cast by casting.

A sketch: Shapeshifting
Planned

Shapeshifting

Take the form of a creature.

A sketch: Familiars
Planned

Familiars

Creatures you raise, and ride.

Made by players

Crafting, trading and building.

A sketch: Player economy

Player economy

Vendors sell the basics. Most gear is made and sold by players.

A sketch: Rune

Rune

One of the damage types, and good at getting through armour.

A sketch: Housing
Planned

Housing

A place of your own.

A sketch: Clan towns
Planned

Clan towns

Towns built and run by clans.

Professions

Crafting professions that are planned. Like every skill, you get better by doing.

A sketch: Weaponsmith
Planned

Weaponsmith

Guns and blades.

A sketch: Armoursmith
Planned

Armoursmith

Armour and shields.

A sketch: Alchemist
Planned

Alchemist

Medicine and brews, from plants and creatures.

A sketch: Engineer
Planned

Engineer

Thumpers, devices and jetpack parts.

The valley's wildlife

Creatures get bigger and tougher as they level.

Stount

Stounts nest wherever a thumper has gone quiet. Old diggers swear they hear the ground shift before any instrument does.

Stount Matriarch

Every Stount nest answers to one of these. She was here before the first claim was staked, and she remembers who dug where.

Flob

Flobs graze on the crystal dust a thumper throws up. By the time one dies its shell is mostly Oracite, so nobody leaves a dead Flob lying around for long.

Grows into: Naton, Slabon

Lidion

Clegurk

A Clegurk will sit on the same rock for a week. Its tongue is out and back before you have finished deciding to shoot.

Fadun

Faduns drift toward the signal at night. Alchemists boil them down into something that glows in the dark and tastes worse.

Grows into: Didon

See what is coming

What is done, what is in progress and what is next.